Selaco
adamiecz May 31, 2024 @ 9:13am
Mac version / compatiblity with Crossover
This may be a long shot but is there any change of a Mac port or any way to properly run this game either using a) Crossover/Whisky, b) Parallels, c)a Mac version of GZDoom? For some reason both Vulkan and OpenGL crashes after loading screen when using Whisky (VK). Parallels only works with OpenGL and it's super slow on the fastest M3 Pro. I had the same issues with the demo, was hoping maybe the full version would work better but sadly doesn't seem to be the case. If anyone is able to run the game well on a Mac, any help would be greatly appreciated :)
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Dev May 31, 2024 @ 9:22am 
Originally posted by adamiecz:
This may be a long shot but is there any change of a Mac port or any way to properly run this game either using a) Crossover/Whisky, b) Parallels, c)a Mac version of GZDoom? For some reason both Vulkan and OpenGL crashes after loading screen when using Whisky (VK). Parallels only works with OpenGL and it's super slow on the fastest M3 Pro. I had the same issues with the demo, was hoping maybe the full version would work better but sadly doesn't seem to be the case. If anyone is able to run the game well on a Mac, any help would be greatly appreciated :)
Pretty sure this is just an engine issue, as far as I know the Mac version of GZDoom hasn't been updated in a while and I think that's for X86 Macs. Considering that you also are running this on an M series chip, of course you're gonna run into problems. Unless Graf Zahl or the Selaco devs update GZDoom for Mac, you're in tough luck.
Cockatrice  [developer] May 31, 2024 @ 9:25am 
Unfortunately Mac support is not at all on our roadmap, although I secretly hope to find the time to do it at some point. I am a Mac user myself and would love to see the game on Mac, but our team is tiny and our time is very limited.

I wouldn't know what to suggest for running it under Whisky, and there is little to no chance it will ever run smooth in Parallells.

I'm sorry we don't have better options for you.
adamiecz May 31, 2024 @ 11:01am 
Originally posted by Cockatrice:
Unfortunately Mac support is not at all on our roadmap, although I secretly hope to find the time to do it at some point. I am a Mac user myself and would love to see the game on Mac, but our team is tiny and our time is very limited.

I wouldn't know what to suggest for running it under Whisky, and there is little to no chance it will ever run smooth in Parallells.

I'm sorry we don't have better options for you.

I understand, thanks for your reply! Not sure if it's viable or practical from your point of view, but Geforce Now works brilliantly for those hard-to-run titles so if you added it there, it would definitely be an option for Mac users. There is Shadow PC too, but it's far less user-friendly.
Cockatrice  [developer] May 31, 2024 @ 11:04am 
We only have one little thing to iron out before we can make Selaco work with GeForce NOW, so we probably will go that route eventually!
adamiecz May 31, 2024 @ 11:09am 
Originally posted by Dev:
Originally posted by adamiecz:
This may be a long shot but is there any change of a Mac port or any way to properly run this game either using a) Crossover/Whisky, b) Parallels, c)a Mac version of GZDoom? For some reason both Vulkan and OpenGL crashes after loading screen when using Whisky (VK). Parallels only works with OpenGL and it's super slow on the fastest M3 Pro. I had the same issues with the demo, was hoping maybe the full version would work better but sadly doesn't seem to be the case. If anyone is able to run the game well on a Mac, any help would be greatly appreciated :)
Pretty sure this is just an engine issue, as far as I know the Mac version of GZDoom hasn't been updated in a while and I think that's for X86 Macs. Considering that you also are running this on an M series chip, of course you're gonna run into problems. Unless Graf Zahl or the Selaco devs update GZDoom for Mac, you're in tough luck.

Mind you, GZDoom shows M1 support on their website, so technically it _should_ support Sillicon processors. But when I try to run the Mac client, putting the Selaco files in the Library folder, it spouts out this error: "Script error, "Selaco.ipk3:cvarinfo.defaults" line 2:
Unknown cvar attribute 'setdefault'"

I imagine that's because the engine used by the devs is a custom one and not adapted for the updated Mac-compatible version?
adamiecz May 31, 2024 @ 11:10am 
Originally posted by Cockatrice:
We only have one little thing to iron out before we can make Selaco work with GeForce NOW, so we probably will go that route eventually!

Great, thanks for the update!
from itself May 31, 2024 @ 2:57pm 
Also tried to run it with crossover and I get a fatal error on main game window. I play doom with GZdoom on my mac and hoped it'll be easy to play doom as gz doom. guess it's not at all.

Edit: noticed forgot to mention. Appreciate the straight forward answer. We need more honest developers like you. Honestly, just makes me more hyped up for the game lol even I can’t play it now.
Last edited by from itself; Jun 1, 2024 @ 12:52am
grgz May 31, 2024 @ 10:50pm 
As a mac user I appreciate the straightforward response, even if it's a "no".

For what it's worth the latest version of GZDoom (4.12.2) does include a mac build. I can confirm the .app file is indeed a universal binary -- i.e. natively supports both intel and apple silicon processors.

Of course that doesn't necessarily make it easy to port Selaco's custom version of the engine; only the devs can speak to that. I just wanted to head off any misinformation.

(Also, +1 for Geforce Now as a possible alternative.)
neodimenator Jun 27, 2024 @ 5:27am 
Originally posted by grgz:
As a mac user I appreciate the straightforward response, even if it's a "no".

For what it's worth the latest version of GZDoom (4.12.2) does include a mac build. I can confirm the .app file is indeed a universal binary -- i.e. natively supports both intel and apple silicon processors.

Of course that doesn't necessarily make it easy to port Selaco's custom version of the engine; only the devs can speak to that. I just wanted to head off any misinformation.

(Also, +1 for Geforce Now as a possible alternative.)
As I understood from some tinkering with the game, the authors used a modified version of GZDoom 4.1, and that's why the game does not work in the recent GZDoom 4.11-12 build, which runs well on Apple Silicon Macs. The authors provide a source for their engine (called Pancake Engine) inside the game distribution, which is nice. With some dirty hacks, I was able to compile it on the M1 chip, and the game loads but has a long list of issues with graphics and sound, mostly due to the fact the fact that 'pancake engine' does not work in Vulkan mode on new Macs. It only runs in software or OpenGL modes. Now I can run the game on a Mac with no sound, the graphics works slow, and the enemy sprites do not load correctly; only the bullets are visible. I think there are two options: either the authors adjust their ipk3 file to work with the most the most recent version of GZDoom, which would be very nice, or, with some help, I can try to resolve most of the issues with the code on my Mac, but I am not a programmer, so some things are quite obscure to me.
Hoxers Jun 28, 2024 @ 10:35pm 
I can't even get it to run on parallels But i've had fun on another computer anyway how did you get it to run on parallels?
adamiecz Jun 29, 2024 @ 6:47pm 
Originally posted by Hoxers:
I can't even get it to run on parallels But i've had fun on another computer anyway how did you get it to run on parallels?

You need to select Vulkan or OpenGL mode, don't remember which one anymore, but one of them works. But it's slooooow even on my M3 Max. I'm playing it on Shadow PC, works well enough
Andrew Oct 5, 2024 @ 5:12am 
Originally posted by Cockatrice:
Unfortunately Mac support is not at all on our roadmap, although I secretly hope to find the time to do it at some point. I am a Mac user myself and would love to see the game on Mac, but our team is tiny and our time is very limited.

I wouldn't know what to suggest for running it under Whisky, and there is little to no chance it will ever run smooth in Parallells.

I'm sorry we don't have better options for you.

I got a build working on macOS from the source code included in the Windows version - only thing not working is audio. Is there a police to contribute patches upstream?
Last edited by Andrew; Oct 5, 2024 @ 5:18am
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Date Posted: May 31, 2024 @ 9:13am
Posts: 12